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adventure-14.4.py
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adventure-14.4.py
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"""
Text-based adventure game
https://alissa-huskey.github.io/python-class/exercises/adventure.html
+--------------------------------------------------------+
| |
| ========= |
| World Map |
| ========= |
| |
| |
| market |
| | |
| home -- town square -- woods -- hill |
| | | |
| bakery cave |
| |
+--------------------------------------------------------+
Part 14: Dragons
"""
import textwrap
from console import fg, fx
from console.progress import ProgressBar
from console.screen import sc
from console.utils import clear_line
WIDTH = 45
MARGIN = 2
DEBUG = True
MAX_HEALTH = 100
BAR = ProgressBar(
total=(MAX_HEALTH + 0.1),
width=(WIDTH - len("Health") - len("100%")),
clear_left=False,
)
# ## Game World Data #########################################################
COLORS = ["red", "black", "silver"]
PLAYER = {
"place": "home",
"inventory": {"gems": 50},
"health": MAX_HEALTH,
}
PLACES = {
"home": {
"key": "home",
"name": "Your Cottage",
"east": "town-square",
"description": "A cozy stone cottage with a desk and a neatly made bed.",
"items": ["desk", "book"],
},
"town-square": {
"key": "town-square",
"name": "The Town Square",
"west": "home",
"east": "woods",
"north": "market",
"description": (
"A large open space surrounded by buildings with a burbling "
"fountain in the center."
),
},
"market": {
"key": "market",
"name": "The Market",
"south": "town-square",
"items": ["elixir", "dagger"],
"can": ["shop", "buy"],
"description": (
"A tidy store with shelves full of goods to buy. A wooden hand "
"painted menu hangs on the wall."
),
},
"woods": {
"key": "woods",
"name": "The Woods",
"east": "hill",
"west": "town-square",
"description": (
"A dirt road meanders under a canopy of autumn leaves in brilliant "
"hues of gold and crimson.",
"You hear a stream burbling somewhere out of sight. Leaves crunch "
"under your feet on the sun dappled forest floor.",
"You see an ancient moss-covered hollow tree, its gnarled and twisted "
"branches looming over you. On the opposite side, a fallen log juts "
"partway into the road.",
),
"items": [],
},
"hill": {
"key": "hill",
"name": "A grassy hill",
"west": "woods",
"south": "cave",
"description": (
"A winding path leads up the slope of a grassy hill. The air is "
"warm here.",
"At the top of the hill, you see that the path continues to the "
"down to the south. In that direction you can make out a cave by "
"the shore of a lake."
),
"items": [],
},
"cave": {
"key": "cave",
"name": "A cave",
"north": "hill",
"description": (
"Your footsteps echo as you step into the vast cavern.",
"Shafts of sunlight slice through the gloom, playing against the "
"landscape of glittering treasure.",
"Resting atop a mound of gold, a colossal dragon rests curled up snugly. "
"Its three enormous heads snore softly, each in turn.",
),
"items": [],
"can": ["pet"],
},
}
ITEMS = {
"elixir": {
"key": "elixir",
"name": "healing elixir",
"description": "a magical elixir that will heal what ails ya",
"price": -10,
},
"dagger": {
"key": "dagger",
"name": "a dagger",
"description": "a 14 inch dagger with a double-edged blade",
"price": -25,
},
"desk": {
"key": "desk",
"name": "a desk",
"description": (
"A wooden desk with a large leather-bound book open on "
"its surface."
),
},
"book": {
"key": "book",
"can_take": True,
"name": "a book",
"description": (
"A hefty leather-bound tome open to an interesting passage."
),
"title": (
"The book is open to a page that reads:"
),
"message": (
"At the edge of the woods is a cave that is home to a three "
"headed dragon, each with a different temperament. ",
"Legend says that if you happen upon the dragon sleeping, the "
"brave may pet one of its three heads. ",
"Choose the right head and you will be rewarded with great "
"fortunes. ",
"But beware, choose poorly and it will surely mean your doom!",
),
},
"gems": {
"key": "gems",
"name": "gems",
"description": (
"A pile of sparkling gems."
),
},
}
# ## Message functions #######################################################
def header(title):
"""Print a header"""
print()
write(fx.bold(title))
print()
def wrap(text, indent=1):
"""Print wrapped and indented text."""
# calculate the indentation
margin = (MARGIN * " ") * indent
# if a string was passed, turn it into a single item tuple
if isinstance(text, str):
text = (text,)
# make an empty list for the wrapped blocks
blocks = []
# iterate over items
for stanza in text:
# wrap the text
paragraph = textwrap.fill(
stanza,
WIDTH,
initial_indent=margin,
subsequent_indent=margin,
)
blocks.append(paragraph)
# print the wrapped text
print(*blocks, sep="\n\n")
def write(text, indent=1):
"""Print an indented line of game text."""
print(MARGIN * " ", text, sep="")
def error(message):
"""Print an error message."""
print(f"{fg.red('! Error')} {message}\n")
def debug(message):
"""Print a debug message if in debug mode."""
if not DEBUG:
return
print(fg.lightblack(f"# {message}"))
def abort(message):
"""Print a fatal error message then exit the game."""
error(message)
exit(1)
def health_bar():
"""Print a progress bar showing player health"""
print()
write(f"Health {BAR(PLAYER['health'])}")
def prompt():
"""Display the input prompt and return the user input string."""
# fix asciinema screencast rendering
# go up a line then clear it
print(sc.move_up(1), clear_line(), sep="", end="")
return input(fg.cyan("> ")).strip()
# ## Data functions ##########################################################
def get_place(key=None):
"""Return the place information from the PLACES dictionary, either
associated with key, or if none is passed, where the user is
currently at. """
# get the current player's place if key is not passed
if not key:
key = PLAYER["place"]
# get the place info
place = PLACES.get(key)
# this should never happen if we write the code correctly
# but just in case there is no key in PLACES matching
# the new name, print an error
if not place:
abort(f"Woops! The information about {key!r} seems to be missing.")
return place
def get_item(key):
"""Return item information from ITEMS dictionary associated with key. If no
item is found, print an error message and return None."""
item = ITEMS.get(key)
if not item:
abort(f"Woops! The information about {key!r} seems to be missing.")
return item
def health_change(amount: int):
"""Add the following (positive or negative) amount to health, but limit to 0-100"""
PLAYER["health"] += amount
# don't let health go below zero
if PLAYER["health"] < 0:
PLAYER["health"] = 0
# cap health
if PLAYER["health"] > MAX_HEALTH:
PLAYER["health"] = MAX_HEALTH
def inventory_change(key, quantity=1):
"""Add item to player inventory."""
PLAYER["inventory"].setdefault(key, 0)
PLAYER["inventory"][key] += quantity
# remove from inventory dictionary if quantity is zero
if not PLAYER["inventory"][key]:
PLAYER["inventory"].pop(key)
def place_add(key):
"""Add an item to the current place."""
# get the current place
place = get_place()
# add the item key to the place items list
place.setdefault("items", [])
if key not in place["items"]:
place["items"].append(key)
def place_remove(key):
"""Remove an item from the current place."""
# get the current place
place = get_place()
# remove from place
if key in place.get("items", []):
place["items"].remove(key)
# ## Validation functions ####################################################
def player_has(key, qty=1):
"""Return True if the player has at least qty item(s) associated with key in
their inventory."""
return key in PLAYER["inventory"] and PLAYER["inventory"][key] >= qty
def place_has(item):
"""Return True if current place has a particular item."""
place = get_place()
return item in place.get("items", [])
def place_can(action):
"""Return True if the current place supports a particular action."""
place = get_place()
return action in place.get("can", [])
def is_for_sale(item):
"""Return True if item is for sale (has a price)."""
return "price" in item
# ## Action functions ########################################################
def do_shop():
"""List the items for sale."""
if not place_can("shop"):
error("Sorry, you can't shop here.")
return
place = get_place()
header("Items for sale.")
for key in place.get("items", []):
item = get_item(key)
if not is_for_sale(item):
continue
write(
f'{item["name"]:<13} {item["description"]:<45} '
f'{abs(item["price"]):>2} gems'
)
print()
def do_quit():
"""Exit the game."""
write("Ok, goodbye.\n")
quit()
def do_look():
"""Look at the current place"""
debug("Trying to look around.")
# look up where the player is now
place = get_place()
# print information about the current place
header(f"{place['name']}")
wrap(place["description"])
# get the items in the room
items = place.get("items", [])
if items:
# for each of the place items
# get the info from the ITEMS dictionary
# and make a list of item names
names = []
for key in items:
item = get_item(key)
names.append(item["name"])
# remove the last name from the list
last = names.pop()
# construct a sentence that looks like one of:
# x, x and y
# x and y
# y
text = ", ".join(names)
if text:
text += " and "
text += last
# print the list of items.
print()
wrap(f"You see {text}.\n")
# add a blank line
print()
# print what is in each direction from here
for direction in ("north", "east", "south", "west"):
name = place.get(direction)
if not name:
continue
destination = get_place(name)
write(f"To the {direction} is {destination['name']}.")
def do_examine(args):
"""Look at an item in the current place."""
debug(f"Trying to examine: {args}")
# make sure the player said what they want to examine
if not args:
error("What do you want to examine?")
return
# get the item entered by the user and make it lowercase
name = args[0].lower()
# make sure the item is in this place or in the players inventory
if not (place_has(name) or player_has(name)):
error(f"Sorry, I don't know what this is: {name!r}.")
return
# get the item dictionary
item = get_item(name)
# print the item information
header(item["name"].title())
# print the price if we're in the market
if place_can("shop") and place_has(name) and is_for_sale(item):
write(f"{abs(item['price'])} gems".rjust(WIDTH - MARGIN))
print()
# print the quantity if the item is from inventory
elif player_has(name):
write(f"(x{PLAYER['inventory'][name]})".rjust(WIDTH - MARGIN))
print()
wrap(item["description"])
def do_go(args):
"""Move to a different place"""
debug(f"Trying to go: {args}")
# make sure the player included a direction
if not args:
error("Which way do you want to go?")
return
# get the direction from arguments
# and make it lowercase
direction = args[0].lower()
# make sure it's a valid direction
if direction not in ('north', 'south', 'east', 'west'):
error(f"Sorry, I don't know how to go: {direction}.")
return
# look up where the player is now
old_place = get_place()
# look up what is in that direction from here
new_name = old_place.get(direction)
# print an error if there is nothing in that direction
if not new_name:
error(f"Sorry, you can't go {direction} from here.")
return
# look up the place information
new_place = get_place(new_name)
# move the player to the new place
PLAYER["place"] = new_name
# print information about the new place
header(f"{new_place['name']}")
wrap(new_place["description"])
def do_take(args):
"""Pick up an item and add it to inventory."""
debug(f"Trying to take: {args}")
# make sure the player typed an item
if not args:
error("What do you want to take?")
return
# get the item name from arguments
# and make it lowercase
name = args[0].lower()
# make sure the item is in this place
if not place_has(name):
error(f"Sorry, I don't see a {name!r} here.")
return
# get the item information
item = get_item(name)
if not item.get("can_take"):
error(f"You try to pick up {name!r}, but you find you aren't able to lift it.")
return
# add to inventory
inventory_change(name)
# remove from place
place_remove(name)
wrap(f"You pick up {item['name']} and put it in your pack.")
def do_inventory():
"""Show the players inventory"""
debug("Trying to show inventory.")
health_bar()
header("Inventory")
if not PLAYER["inventory"]:
write("Empty.")
return
for name, qty in PLAYER["inventory"].items():
item = get_item(name)
write(f"(x{qty:>2}) {item['name']}")
print()
def do_drop(args):
"""Remove an item from inventory"""
debug(f"Trying to drop: {args}.")
# make sure the player typed an item
if not args:
error("What do you want to drop?")
return
# get the item name from arguments
# and make it lowercase
name = args[0].lower()
# make sure the item is in inventory
if not player_has(name):
error(f"You don't have any {name!r}.")
return
# get the amount currently in inventory
qty = PLAYER["inventory"][name]
# remove from player inventory
inventory_change(name, -qty)
# add to place items
place_add(name)
# print a message
wrap(f"You set down the {name}.")
def do_buy(args):
"""Purchase an item."""
debug(f"Trying to buy: {args}.")
if not place_can("buy"):
error("Sorry, you can't buy things here.")
return
# make sure the player typed an item
if not args:
error("What do you want to buy?")
return
# get the item name from arguments
# and make it lowercase
name = args[0].lower()
# make sure the item is in this place
if not place_has(name):
error(f"Sorry, I don't see a {name!r} here.")
return
# get the item information
item = get_item(name)
if not is_for_sale(item):
error(f"Sorry, {item['name']} is not for sale.")
return
price = abs(item["price"])
if not player_has("gems", price):
gems = PLAYER["inventory"].get("gems", 0)
error(
f"Sorry, you can't afford {item['name']} "
f"because it costs {price} and you only have {gems}."
)
return
# remove gems from inventory
inventory_change("gems", -price)
# add item to inventory
inventory_change(name)
# remove item from place
place_remove(name)
wrap(f"You bought {item['name']}.")
def do_read(args):
"""Read an item with a message."""
debug(f"Trying to read: {args}")
# make sure the player said what they want to read
if not args:
error("What do you want to read?")
return
# get the item entered by the user and make it lowercase
name = args[0].lower()
# make sure the item is in this place or in the players inventory
if not (place_has(name) or player_has(name)):
error(f"Sorry, I don't know what this is: {name!r}.")
return
# get the item dictionary
item = get_item(name)
# make sure it is an item you can read
if "message" not in item:
error(f"Sorry, I can't read {name!r}.")
return
# print the item header
title = item.get("title", "It reads...")
header(title)
# print the item message
wrap(item["message"], indent=3)
def do_pet(args):
"""Pet dragons"""
debug(f"Trying to pet: {args}")
# make sure they are somewhere they can pet dragons
if not place_can("pet"):
error("You can't do that here.")
return
# remove the expected words from args
for word in ["dragon", "head"]:
if word in args:
args.remove(word)
# make sure the player said what they want to pet
if not args:
error("What do you want to pet?")
return
color = args[0].lower()
# make sure they typed in a real color
if color not in COLORS:
error("I don't see a dragon that looks like that.")
return
def main():
header("Welcome!")
while True:
debug(f"You are at: {PLAYER['place']}")
reply = prompt()
args = reply.split()
if not args:
continue
command = args.pop(0)
debug(f"Command: {command!r}, args: {args!r}")
if command in ("q", "quit", "exit"):
do_quit()
elif command in ("shop"):
do_shop()
elif command in ("g", "go"):
do_go(args)
elif command in ("x", "exam", "examine"):
do_examine(args)
elif command in ("l", "look"):
do_look()
elif command in ("t", "take", "grab"):
do_take(args)
elif command in ("i", "inventory"):
do_inventory()
elif command in ("r", "read"):
do_read(args)
elif command == "drop":
do_drop(args)
elif command == "buy":
do_buy(args)
elif command == "pet":
do_pet(args)
else:
error("No such command.")
continue
# print a blank line no matter what
print()
# exit the game if player has no health
if not PLAYER["health"]:
write("Game over.\n")
quit()
if __name__ == "__main__":
main()